I've found that if I position my camera a ways up the Y axis and a little out the Z axis and look at the origin, it doesn't look too different (besides motion distortion). One thing I'm curious about is whether or not there is a way to create quads that a perpendicular to the camera's vector so that they appear perfect (whereas leaving them going straight along the Y axis would make the bottom look smaller)? If anybody knows how to create a method of fixing the motion distortion and how to make quads look perfect in this view, I would much appreciate it.

Thanks. That got it working. I also had a problem with the fact that my camera class was still setting itself up awkwardly not in the right position so (0,0) wound up at the top of the middle of the screen because the camera was putting itself at (0,0).

A couple more questions. This gluOrtho2D sets my upper left corner to (0,0) (in your example, arekkusu) and my lower right to (gamewidth,gameheight) correct? So why when I draw things they seem to ignore this and act as they usually would (for instance subtracting from Y seems like it should move up with 0 being the top but it still moves down)?

Edit:
Also, how can I make sure that things that are higher in Y are drawn above the objects with lower Y values to simulate the Zelda look? For example:

--------
-----O-
-----P-
-------

P is large enough to go into O, how do I get it to draw P above O and still draw O (so that when I put in sprites with transparency O is still visible)?